seems like it depends on the server for me, maybe it's a linux server bug?
Account Details | |
---|---|
SteamID64 | 76561198009358827 |
SteamID3 | [U:1:49093099] |
SteamID32 | STEAM_0:1:24546549 |
Country | United States |
Signed Up | August 23, 2012 |
Last Posted | April 22, 2020 at 6:24 PM |
Posts | 2041 (0.4 per day) |
Game Settings | |
---|---|
In-game Sensitivity | 9 in./360 plus accel |
Windows Sensitivity | 6 |
Raw Input | 1 |
DPI |
1600 |
Resolution |
1680x1050 |
Refresh Rate |
250fps/60hz |
Hardware Peripherals | |
---|---|
Mouse | Razer Deathadder |
Keyboard | Quickfire TK Green |
Mousepad | Generic |
Headphones | Generic |
Monitor | Generic |
dude that looks nice and you even used the wood slats texture properly
dig it
Use a blunt edge like a mid-small sized and worn-out flathead screwdriver.
mthsadthat is exactly why csgo is as big as it is (as well as the skins), pretty much everyone i know wouldnt bother with the game if it didnt have a matchmaking system.
can confirm, I play CSGO instead of 1.6 because the former has matchmaking
CPM is more dynamic in terms of movement and game flow, QL makes it easier for smart players to outdo DM players. That said I prefer CPM a lot because despite being more of a smart player than a DM player, the flow of the game is just more entertaining subjectively, because of the specific aspects of DM that it rewards (and the superior tiered armor system).
atvm the map changes teams every round for balance testing purposes, but once it's balanced I'd like to change it so it's for the halves
Alpha 7, link in OP
http://imgur.com/KLkUmft,DH1s1vz,0AJe2NX,WQIh625,cgbaCQt,gB2inAg,roFubab,H6SGEmd,mFIK3Ad
- added more health pickup overlays
- fixed misplaced/misaligned ammos
- moved red spawns to help rollouts
- moved some rocks to slow down blue walking rollout ~0.5 sec
- added fences on red 2nd to stop braindead players from falling down in places they don't have to
- added a second ramp onto red 2nd third level
- made the "shed" exit from red last more spacious
- improved height and clipping of the fence ramp on bottom
- added a single pill to the red side of mid
- changed last offense respawn times (now 4-8 for both sides) and red last respawn times
- fixed announcer
- made some experimental changes to blue 2nd
- made some experimental changes to red building on mid
- fixed an overpowered sightline through red mid building
- fixed blue last spawn door
tbh the #1 thing I'm worried about is whether the map is intuitive enough or not. being asymmetrical yeah, I can make changes that shift the balance of individual CPs, but it's a lot harder for players to learn the map because there's like twice as much stuff. It might be too much for some people. So if you guys have any feedback about that I would appreciate it just as much as balance concerns.
@rollouts: The blue rollouts are probably too fast, yeah. It might work better if the blue demo rollout were slower, since blue ground classes get there before red, but I'm not sure if it's easy to just nerf the blue demo rollout and not the ground classes. I'll probably have to band some corners harder or extend the blue side of the map even more. Condensing the red side of the map would be a huge challenge, and it's already happened once.
Comangliar_threaded_decals 1 has also been reported as unstable mostly by AMD users.
can confirm, can't use threaded decals or I'll crash
rowrowFinally SKEIIIIIITH releases a map to the public
Looking forward to this development
EDIT: can you add a top-down shot of the map, thanks
best i've got sorry
http://puu.sh/bRjUc/47d6992ca9.jpg
here's an old outlining but in reverse http://puu.sh/bRjQ3/7994d4eb81.jpg
have these people ever actually seen a proper aimbot
anyway it's pretty easy to aim in someone's general direction with fullbright skins even if you're just using peripheral vision
thanks man, I'll fix those once I get some more feedback and stuff to do
This is an asymmetrical 5cp map. Why? I don't know. Sorry. I tried -- the symmetrical version was just so terrible, so tell me how this plays.
http://i.imgur.com/oISEGn5.jpg
Album Alpha 6: http://imgur.com/QkmVUdU,yTqGrim,oISEGn5,WYegvU7,asYQDOC,4wGkB0e,gQ2Z15Z,tWYjtLr,D21Cl58,ETG0S2p,vPsbUNj
Album Alpha 7 changes: http://imgur.com/KLkUmft,DH1s1vz,0AJe2NX,WQIh625,cgbaCQt,gB2inAg,roFubab,H6SGEmd,mFIK3Ad
Download Alpha 7: http://a.pomf.se/xqgkpt.7z
Demo rollouts: https://www.youtube.com/watch?v=ePp0WGyjNF4
Let me know if anything is broken, like the download not working or missing models/textures.
if details get too small they start fading out. that's just how it works.
i've been getting this due to my ISP being shit